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* commit for branch swap * branch swap again * BLEED * trying to clear up compile errors * i killed everything when i tested this... * restorealltheblood * I REMOVED A THING * well some progress * stop bleeding * got to swap branches again. * grr * damn bloodcolors * Squash everything * color....colourrrrrrr * color....colourrrrrrr * well now that updated the branch... * Changes * Some tweaks..before i upload something major * COLOR NOT COLOUR...COLOR YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD * Foot print shit.. blood coloring is going to be PAIN * trying to handle some colors..maybe. * blood colorsing sucks..di i mention this? * commenting cod malfunctions. * Changes * lets try this * Its too late at night. * blargh * woops * almost works... * progress.. * Branch swap * figured out the overlay issue.... * BRANCH SWAP * BLARGH * fixed merged conflicts..expect something to be horribly wrong. * bunch of changes * Major Fixes - Moved blood_state and bloodiness var definitions to /obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in order to make blood color work properly. - These were not used by any other decal, so it was pointless. - Tweaked human/add_blood so that hand_blood_color uses the correct value now. - Corrected gibs having the wrong basecolor. - Tracks of different blood colors will no longer combine weirdly, and will instead form seperate overlays. - This also fixes all of the issues with tracks in general and not updating correctly. - Fixed transfering blood in add_fingerprint; the old detective code didn't use the new format for add_blood(). - Fixed xenomorphs causing runtimes in makeTrail(), and gave them their own trails. Sprites should probably be brightened later. - Fixed mobs occasionally randomly having their blood_DNA list reset. * may have accidently removed shit. * Mrowl * stiff water is not bleeding lowered trail making threshold * tweaks then conflcits * weee * indent * some tweaks * somefox tweaks. * derp * why won't they bleed!? * BLEED DAMMIT * Flattist comments and removes simple animale blood volume Cause i cannot get it to work right. * PRAISE FLATTIST * Simple animals have a blood volume now Bug with trail fixed. * changes * thanksmrowlmrowl * exotice blood trails * makesure is an exotic bleeder has a bleed rate first... * FoxBoxTweakSox * BoxVoxSoXFox * ONE MORE THING * animalsbleedreds * Buh? BUGH! * thisismescreaming * removing note needed thing * Color changes but the rabbit hole continues. * This is not pretty.... * wot * IT WORKS DAMMIT * colors. * germaphobic commit.. * we have to use the old system * nothing to see here * doubleprocarady * try to fix mulebots * mulebot fixed * DONE
42 lines
1.5 KiB
Plaintext
42 lines
1.5 KiB
Plaintext
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/mob
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var/bloody_hands = 0
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var/list/feet_blood_DNA
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var/feet_blood_color
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_feet = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0)
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/obj/item/clothing/gloves
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var/transfer_blood = 0
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/obj/item/weapon/reagent_containers/glass/rag
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name = "damp rag"
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desc = "For cleaning up messes, you suppose."
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w_class = WEIGHT_CLASS_TINY
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icon = 'icons/obj/toy.dmi'
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icon_state = "rag"
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = list(5)
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volume = 5
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can_be_placed_into = null
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flags = OPENCONTAINER | NOBLUDGEON
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var/wipespeed = 30
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/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
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if(ismob(target) && target.reagents && reagents.total_volume)
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user.visible_message("<span class='danger'>[user] has smothered \the [target] with \the [src]!</span>", "<span class='danger'>You smother \the [target] with \the [src]!</span>", "You hear some struggling and muffled cries of surprise")
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src.reagents.reaction(target, TOUCH)
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src.reagents.clear_reagents()
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return
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else
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..()
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/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob,proximity)
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if(!proximity) return
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if(istype(A) && src in user)
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user.visible_message("[user] starts to wipe down [A] with [src]!")
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if(do_after(user, wipespeed, target = A))
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user.visible_message("[user] finishes wiping off the [A]!")
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A.clean_blood()
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return
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